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Nov 5

BoT: Breaking Long Thought Processes of o1-like Large Language Models through Backdoor Attack

Longer thought, better performance: large language models with deep reasoning capabilities, particularly o1-like models, have demonstrated remarkable performance by generating extensive thought processes during inference. This trade-off reveals a potential vulnerability: adversaries could compromise model performance by forcing immediate responses without thought processes. To this end, in this paper, we introduce a novel attack scenario targeting the long thought processes of o1-like models and propose BoT (Break CoT), which can selectively break intrinsic reasoning mechanisms through backdoor attacks. BoT constructs poisoned datasets with designed triggers and injects backdoor by either supervised fine-tuning or direct preference optimization. When triggered, the model directly generates answers without thought processes, while maintaining normal reasoning capabilities for clean inputs. Extensive experiments on open-source o1-like models, including recent DeepSeek-R1, demonstrate that BoT nearly achieves high attack success rates while maintaining clean accuracy, highlighting the critical safety risk in current models. Furthermore, the relationship between task difficulty and helpfulness reveals a potential application for good, enabling users to customize model behavior based on task complexity. Code is available at https://github.com/zihao-ai/BoT{https://github.com/zihao-ai/BoT}.

  • 7 authors
·
Feb 16, 2025

Few-Shot Bot: Prompt-Based Learning for Dialogue Systems

Learning to converse using only a few examples is a great challenge in conversational AI. The current best conversational models, which are either good chit-chatters (e.g., BlenderBot) or goal-oriented systems (e.g., MinTL), are language models (LMs) fine-tuned on large conversational datasets. Training these models is expensive, both in terms of computational resources and time, and it is hard to keep them up to date with new conversational skills. A simple yet unexplored solution is prompt-based few-shot learning (Brown et al. 2020) which does not require gradient-based fine-tuning but instead uses a few examples in the LM context as the only source of learning. In this paper, we explore prompt-based few-shot learning in dialogue tasks. We benchmark LMs of different sizes in nine response generation tasks, which include four knowledge-grounded tasks, a task-oriented generations task, three open-chat tasks, and controlled stylistic generation, and five conversational parsing tasks, which include dialogue state tracking, graph path generation, persona information extraction, document retrieval, and internet query generation. The current largest released LM (GPT-J-6B) using prompt-based few-shot learning, and thus requiring no training, achieves competitive performance to fully trained state-of-the-art models. Moreover, we propose a novel prompt-based few-shot classifier, that also does not require any fine-tuning, to select the most appropriate prompt given a dialogue history. Finally, by combining the power of prompt-based few-shot learning and a Skill Selector, we create an end-to-end chatbot named the Few-Shot Bot (FSB), which automatically selects the most appropriate conversational skill, queries different knowledge bases or the internet, and uses the retrieved knowledge to generate a human-like response, all using only few dialogue examples per skill.

  • 4 authors
·
Oct 15, 2021

Self-Supervised Bot Play for Conversational Recommendation with Justifications

Conversational recommender systems offer the promise of interactive, engaging ways for users to find items they enjoy. We seek to improve conversational recommendation via three dimensions: 1) We aim to mimic a common mode of human interaction for recommendation: experts justify their suggestions, a seeker explains why they don't like the item, and both parties iterate through the dialog to find a suitable item. 2) We leverage ideas from conversational critiquing to allow users to flexibly interact with natural language justifications by critiquing subjective aspects. 3) We adapt conversational recommendation to a wider range of domains where crowd-sourced ground truth dialogs are not available. We develop a new two-part framework for training conversational recommender systems. First, we train a recommender system to jointly suggest items and justify its reasoning with subjective aspects. We then fine-tune this model to incorporate iterative user feedback via self-supervised bot-play. Experiments on three real-world datasets demonstrate that our system can be applied to different recommendation models across diverse domains to achieve superior performance in conversational recommendation compared to state-of-the-art methods. We also evaluate our model on human users, showing that systems trained under our framework provide more useful, helpful, and knowledgeable recommendations in warm- and cold-start settings.

  • 3 authors
·
Dec 9, 2021

Enhancing LLM-Based Social Bot via an Adversarial Learning Framework

Developing Large Language Model (LLM) agents that exhibit human-like behavior, encompassing not only individual heterogeneity rooted in unique user profiles but also adaptive response to socially connected neighbors, is a significant research challenge. Social media platforms, with their diverse user data and explicit social structures, provide an ideal testbed for such investigations. This paper introduces EvoBot, an Evolving LLM-based social Bot that significantly enhances human-like generative capabilities through a novel adversarial learning framework. EvoBot is initialized by Supervised Fine-Tuning (SFT) on representative data from social media and then iteratively refines its generation of sophisticated, human-like content via Direct Preference Optimization (DPO). This refinement is guided by feedback from a co-adapting Detector which concurrently improves its ability to distinguish EvoBot from humans, thereby creating an increasingly challenging learning environment for EvoBot. Experiments demonstrate that EvoBot generates content aligned with diverse user profiles, increasingly bypassing the co-adapting Detector through human-like expression. Moreover, it exhibits strong social responsiveness, more accurately modeling real-world opinion dynamics and information spread in multi-agent simulations. The framework also yields a more robust Detector, underscoring its broader utility for both advanced agent development and related detection tasks. The code is available at https://github.com/kfq20/EvoBot.

  • 6 authors
·
Aug 25, 2025

Automating the Enterprise with Foundation Models

Automating enterprise workflows could unlock $4 trillion/year in productivity gains. Despite being of interest to the data management community for decades, the ultimate vision of end-to-end workflow automation has remained elusive. Current solutions rely on process mining and robotic process automation (RPA), in which a bot is hard-coded to follow a set of predefined rules for completing a workflow. Through case studies of a hospital and large B2B enterprise, we find that the adoption of RPA has been inhibited by high set-up costs (12-18 months), unreliable execution (60% initial accuracy), and burdensome maintenance (requiring multiple FTEs). Multimodal foundation models (FMs) such as GPT-4 offer a promising new approach for end-to-end workflow automation given their generalized reasoning and planning abilities. To study these capabilities we propose ECLAIR, a system to automate enterprise workflows with minimal human supervision. We conduct initial experiments showing that multimodal FMs can address the limitations of traditional RPA with (1) near-human-level understanding of workflows (93% accuracy on a workflow understanding task) and (2) instant set-up with minimal technical barrier (based solely on a natural language description of a workflow, ECLAIR achieves end-to-end completion rates of 40%). We identify human-AI collaboration, validation, and self-improvement as open challenges, and suggest ways they can be solved with data management techniques. Code is available at: https://github.com/HazyResearch/eclair-agents

  • 6 authors
·
May 3, 2024 1

TwiBot-22: Towards Graph-Based Twitter Bot Detection

Twitter bot detection has become an increasingly important task to combat misinformation, facilitate social media moderation, and preserve the integrity of the online discourse. State-of-the-art bot detection methods generally leverage the graph structure of the Twitter network, and they exhibit promising performance when confronting novel Twitter bots that traditional methods fail to detect. However, very few of the existing Twitter bot detection datasets are graph-based, and even these few graph-based datasets suffer from limited dataset scale, incomplete graph structure, as well as low annotation quality. In fact, the lack of a large-scale graph-based Twitter bot detection benchmark that addresses these issues has seriously hindered the development and evaluation of novel graph-based bot detection approaches. In this paper, we propose TwiBot-22, a comprehensive graph-based Twitter bot detection benchmark that presents the largest dataset to date, provides diversified entities and relations on the Twitter network, and has considerably better annotation quality than existing datasets. In addition, we re-implement 35 representative Twitter bot detection baselines and evaluate them on 9 datasets, including TwiBot-22, to promote a fair comparison of model performance and a holistic understanding of research progress. To facilitate further research, we consolidate all implemented codes and datasets into the TwiBot-22 evaluation framework, where researchers could consistently evaluate new models and datasets. The TwiBot-22 Twitter bot detection benchmark and evaluation framework are publicly available at https://twibot22.github.io/

  • 22 authors
·
Jun 9, 2022

R-Bot: An LLM-based Query Rewrite System

Query rewrite is essential for optimizing SQL queries to improve their execution efficiency without changing their results. Traditionally, this task has been tackled through heuristic and learning-based methods, each with its limitations in terms of inferior quality and low robustness. Recent advancements in LLMs offer a new paradigm by leveraging their superior natural language and code comprehension abilities. Despite their potential, directly applying LLMs like GPT-4 has faced challenges due to problems such as hallucinations, where the model might generate inaccurate or irrelevant results. To address this, we propose R-Bot, an LLM-based query rewrite system with a systematic approach. We first design a multi-source rewrite evidence preparation pipeline to generate query rewrite evidences for guiding LLMs to avoid hallucinations. We then propose a hybrid structure-semantics retrieval method that combines structural and semantic analysis to retrieve the most relevant rewrite evidences for effectively answering an online query. We next propose a step-by-step LLM rewrite method that iteratively leverages the retrieved evidences to select and arrange rewrite rules with self-reflection. We conduct comprehensive experiments on real-world datasets and widely used benchmarks, and demonstrate the superior performance of our system, R-Bot, surpassing state-of-the-art query rewrite methods. The R-Bot system has been deployed at Huawei and with real customers, and the results show that the proposed R-Bot system achieves lower query latency.

Tsinghua Tsinghua University
·
Jul 21, 2025

Predicting Decisions of AI Agents from Limited Interaction through Text-Tabular Modeling

AI agents negotiate and transact in natural language with unfamiliar counterparts: a buyer bot facing an unknown seller, or a procurement assistant negotiating with a supplier. In such interactions, the counterpart's LLM, prompts, control logic, and rule-based fallbacks are hidden, while each decision can have monetary consequences. We ask whether an agent can predict an unfamiliar counterpart's next decision from a few interactions. To avoid real-world logging confounds, we study this problem in controlled bargaining and negotiation games, formulating it as target-adaptive text-tabular prediction: each decision point is a table row combining structured game state, offer history, and dialogue, while K previous games of the same target agent, i.e., the counterpart being modeled, are provided in the prompt as labeled adaptation examples. Our model is built on a tabular foundation model that represents rows using game-state features and LLM-based text representations, and adds LLM-as-Observer as an additional representation: a small frozen LLM reads the decision-time state and dialogue; its answer is discarded, and its hidden state becomes a decision-oriented feature, making the LLM an encoder rather than a direct few-shot predictor. Training on 13 frontier-LLM agents and testing on 91 held-out scaffolded agents, the full model outperforms direct LLM-as-Predictor prompting and game+text features baselines. Within this tabular model, Observer features contribute beyond the other feature schemes: at K=16, they improve response-prediction AUC by about 4 points across both tasks and reduce bargaining offer-prediction error by 14%. These results show that formulating counterpart prediction as a target-adaptive text-tabular task enables effective adaptation, and that hidden LLM representations expose decision-relevant signals that direct prompting does not surface.

"bot lane noob" Towards Deployment of NLP-based Toxicity Detectors in Video Games

Toxicity and harassment are widespread in the video-gaming context. Especially in competitive online multiplayer scenarios, gamers oftentimes send harmful messages to other players (teammates or opponents) whose consequences span from mild annoyance to withdrawal and depression. Abundant prior work tackled these problems, e.g., pointing out the negative effects of toxic interactions. However, few works proposed countermeasures specifically developed and tested on textual messages sent during a match -- i.e., when the "harassment" actually occurs. We posit that such a scarcity stems from the lack of high-quality datasets that can be used to devise "automated" detectors based on natural-language processing (NLP) and machine learning (ML), and which can -- ideally -- mitigate the harm of toxic comments during a gaming session. This work provides a foundation for addressing the problem of toxicity and harassment in video games. First, through a systematic literature review (n=1,039), we provide evidence that only few works proposed ML/NLP-based detectors of toxicity/harassment during live matches. Then, we partner-up with 8 expert League of Legend (LoL) players and create a fine-grained labelled dataset, L2DTnH, containing 1.4k toxic and 13.8k non-toxic messages exchanged during LoL matches. We use L2DTnH to develop a detector that we then empirically show outperforms general-purpose and state-of-the-art toxicity detectors reliant on NLP. To further demonstrate the practicality of our resources, we test our detector on game-related data beyond that included in L2DTnH; and we develop a Web-browser extension that flags toxic content in Webpages -- without querying third-party servers owned by AI companies. We publicly release all of our resources. Our contributions pave the way for more applied research devoted to fighting the spread of toxicity and harassment in video games.

  • 4 authors
·
Apr 10

Learning to Move Like Professional Counter-Strike Players

In multiplayer, first-person shooter games like Counter-Strike: Global Offensive (CS:GO), coordinated movement is a critical component of high-level strategic play. However, the complexity of team coordination and the variety of conditions present in popular game maps make it impractical to author hand-crafted movement policies for every scenario. We show that it is possible to take a data-driven approach to creating human-like movement controllers for CS:GO. We curate a team movement dataset comprising 123 hours of professional game play traces, and use this dataset to train a transformer-based movement model that generates human-like team movement for all players in a "Retakes" round of the game. Importantly, the movement prediction model is efficient. Performing inference for all players takes less than 0.5 ms per game step (amortized cost) on a single CPU core, making it plausible for use in commercial games today. Human evaluators assess that our model behaves more like humans than both commercially-available bots and procedural movement controllers scripted by experts (16% to 59% higher by TrueSkill rating of "human-like"). Using experiments involving in-game bot vs. bot self-play, we demonstrate that our model performs simple forms of teamwork, makes fewer common movement mistakes, and yields movement distributions, player lifetimes, and kill locations similar to those observed in professional CS:GO match play.

  • 12 authors
·
Aug 25, 2024 3

RemoteSAM: Towards Segment Anything for Earth Observation

We aim to develop a robust yet flexible visual foundation model for Earth observation. It should possess strong capabilities in recognizing and localizing diverse visual targets while providing compatibility with various input-output interfaces required across different task scenarios. Current systems cannot meet these requirements, as they typically utilize task-specific architecture trained on narrow data domains with limited semantic coverage. Our study addresses these limitations from two aspects: data and modeling. We first introduce an automatic data engine that enjoys significantly better scalability compared to previous human annotation or rule-based approaches. It has enabled us to create the largest dataset of its kind to date, comprising 270K image-text-mask triplets covering an unprecedented range of diverse semantic categories and attribute specifications. Based on this data foundation, we further propose a task unification paradigm that centers around referring expression segmentation. It effectively handles a wide range of vision-centric perception tasks, including classification, detection, segmentation, grounding, etc, using a single model without any task-specific heads. Combining these innovations on data and modeling, we present RemoteSAM, a foundation model that establishes new SoTA on several earth observation perception benchmarks, outperforming other foundation models such as Falcon, GeoChat, and LHRS-Bot with significantly higher efficiency. Models and data are publicly available at https://github.com/1e12Leon/RemoteSAM.

  • 9 authors
·
May 23, 2025

PokéChamp: an Expert-level Minimax Language Agent

We introduce Pok\'eChamp, a minimax agent powered by Large Language Models (LLMs) for Pok\'emon battles. Built on a general framework for two-player competitive games, Pok\'eChamp leverages the generalist capabilities of LLMs to enhance minimax tree search. Specifically, LLMs replace three key modules: (1) player action sampling, (2) opponent modeling, and (3) value function estimation, enabling the agent to effectively utilize gameplay history and human knowledge to reduce the search space and address partial observability. Notably, our framework requires no additional LLM training. We evaluate Pok\'eChamp in the popular Gen 9 OU format. When powered by GPT-4o, it achieves a win rate of 76% against the best existing LLM-based bot and 84% against the strongest rule-based bot, demonstrating its superior performance. Even with an open-source 8-billion-parameter Llama 3.1 model, Pok\'eChamp consistently outperforms the previous best LLM-based bot, Pok\'ellmon powered by GPT-4o, with a 64% win rate. Pok\'eChamp attains a projected Elo of 1300-1500 on the Pok\'emon Showdown online ladder, placing it among the top 30%-10% of human players. In addition, this work compiles the largest real-player Pok\'emon battle dataset, featuring over 3 million games, including more than 500k high-Elo matches. Based on this dataset, we establish a series of battle benchmarks and puzzles to evaluate specific battling skills. We further provide key updates to the local game engine. We hope this work fosters further research that leverage Pok\'emon battle as benchmark to integrate LLM technologies with game-theoretic algorithms addressing general multiagent problems. Videos, code, and dataset available at https://sites.google.com/view/pokechamp-llm.

  • 3 authors
·
Mar 6, 2025 2

Beware of Agentic Botnets: Scalable Untargeted Promptware Attacks via Universal and Transferable Adversarial HalluSquatting

The growing adoption of agentic LLM applications has introduced a new threat previously named as promptware. While prior work has established that adversaries can exploit direct channels to LLM applications to apply promptware under weak threat models, many applications do not provide any direct channels that could be exploited for prompt injection beyond the Internet. This raises a question: can attackers exploit LLM applications at scale without any direct channels in practical threat models? In this work, we show that the inherent tendency of LLMs to hallucinate resource identifiers can be exploited to amplify untargeted promptware attacks that pull adversarial prompts at scale and could be exploited to establish a botnet. We introduce adversarial hallucination squatting, a technique in which attackers identify trending resources (e.g., popular repositories, popular skills, etc.), compute the LLM distribution of hallucinations on the trending resource names, and preemptively register them to host adversarial prompts. By leveraging the predictability and transferability of hallucinations across foundational LLMs and to application layers, adversaries can significantly amplify the reach of untargeted promptware under weak threat models and establish a botnet by exploiting LLM applications to install a bot on the device that pulled the compromised hallucinated resource from the Inter. We empirically demonstrate that hallucinated resource generation occurs at high rates, up to 85% in repository cloning scenarios and up to 100% in skill installation, and that these hallucinations transfer between foundational models and different prompts. We demonstrate the practicality of adversarial hallucination squatting against various production LLM applications with integrated terminals in their set of tools, achieving remote tool execution and remote code execution.

  • 6 authors
·
Jul 7

Lucy-SKG: Learning to Play Rocket League Efficiently Using Deep Reinforcement Learning

A successful tactic that is followed by the scientific community for advancing AI is to treat games as problems, which has been proven to lead to various breakthroughs. We adapt this strategy in order to study Rocket League, a widely popular but rather under-explored 3D multiplayer video game with a distinct physics engine and complex dynamics that pose a significant challenge in developing efficient and high-performance game-playing agents. In this paper, we present Lucy-SKG, a Reinforcement Learning-based model that learned how to play Rocket League in a sample-efficient manner, outperforming by a notable margin the two highest-ranking bots in this game, namely Necto (2022 bot champion) and its successor Nexto, thus becoming a state-of-the-art agent. Our contributions include: a) the development of a reward analysis and visualization library, b) novel parameterizable reward shape functions that capture the utility of complex reward types via our proposed Kinesthetic Reward Combination (KRC) technique, and c) design of auxiliary neural architectures for training on reward prediction and state representation tasks in an on-policy fashion for enhanced efficiency in learning speed and performance. By performing thorough ablation studies for each component of Lucy-SKG, we showed their independent effectiveness in overall performance. In doing so, we demonstrate the prospects and challenges of using sample-efficient Reinforcement Learning techniques for controlling complex dynamical systems under competitive team-based multiplayer conditions.

  • 4 authors
·
May 25, 2023